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dc.contributor.authorNacimiento‑García, Eduardo
dc.contributor.authorGonzález-González, Carina Soledad
dc.contributor.authorColombo Ruano, Lorena
dc.contributor.authorGutiérrez Vela, Francisco Luis 
dc.date.accessioned2024-12-20T12:01:16Z
dc.date.available2024-12-20T12:01:16Z
dc.date.issued2024-11-24
dc.identifier.citationNacimiento García, E. et. al. Appl. Sci. 2024, 14, 10880. [https://doi.org/10.3390/app142310880]es_ES
dc.identifier.urihttps://hdl.handle.net/10481/98365
dc.description.abstractWith the global population of individuals aged 60 and above steadily increasing, the need for effective and realistic solutions to promote healthy aging has become imperative. Leveraging the potential of serious games, gamification, and immersive technologies, this study focuses on developing and implementing a practical and tailored gamified platform to foster active aging in older adults. This platform was designed to incorporate game elements such as points, badges, levels, rankings, achievements, and immersive 360-degree images to provide a realistic and captivating user experience. Six distinct games and challenges have been developed through an extensive and iterative design process, each carefully calibrated to accommodate the aging population’s diverse cognitive abilities and interests. By combining the engagement-enhancing features of gamification with the immersive realism of 360-degree images, our platform offers a gamified and immersive solution for older adults. The gamified experiences are enjoyable and directly target cognitive functions, enhancing memory, attention, and problem-solving skills. The platform’s design has been refined through user feedback and usability testing, ensuring its relevance and effectiveness in real-life scenarios. The outcomes of this research shed light on a practical approach to active aging, emphasizing the importance of incorporating gaming experiences to engage and stimulate older adults. This study provides insights for the design and implementation of future interventions aimed at promoting digital literacy and technological proficiency among older populations, ultimately contributing to their active and fulfilling participation in the digital age.es_ES
dc.description.sponsorshipPERGAMEX ACTIVE project, Ref. RTI2018-096986- B-C32 and the PLEISAR-Social Ref. PID2022-136779OB-C33 funded by the Ministry of Science and Innovation, Spaines_ES
dc.description.sponsorshipCanary Islands Agency for Research, Innovation, and Information Society of the Ministry of Economy, Knowledge and Employment and by the European Social Fund (ESF) Integrated Operational Program of the Canary Islands 2014–2020, Axis 3 Priority Topic 74 (85%)es_ES
dc.language.isoenges_ES
dc.publisherMDPIes_ES
dc.rightsAtribución 4.0 Internacional*
dc.rights.urihttp://creativecommons.org/licenses/by/4.0/*
dc.subjectgamificationes_ES
dc.subjectolder adultses_ES
dc.subjectactive aginges_ES
dc.titleGamification and Immersive Experiences: A Gamified Approach for Promoting Active Aginges_ES
dc.typejournal articlees_ES
dc.rights.accessRightsopen accesses_ES
dc.identifier.doi10.3390/app142310880
dc.type.hasVersionVoRes_ES


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